Cinemachine 3.0.0-pre.7 is now available. The focus this time is on blending.
Please remember that this is still a pre-release, so back up everything before upgrading. If your project is making significant use of the Cinemachine 2.X API, think carefully before upgrading, it might be a lot of work. See our upgrade guide here.
Installation
Minimum Unity version: 2022.2.16f1
Window → Package Manager → + → Add Package By Name
Name: com.unity.cinemachine
Version: 3.0.0-pre.7
I have an issue with pre-release 7, but I don’t see a thread for it yet so I’ll put it here (upgraded from pre-4).
After updating my blend is not functioning as expected. It’s a default blend between 2 virtual cameras, nothing crazy. It is properly blending the ortho size and position, but NOT the rotation. The only thing I did was update from pre-4 to pre-7, and I had to update a few calls to Priority to Priority.Value to account for the API change. Is it expected that something like this could break with the recent blend updates? Thanks!
Blending logic has changed. The main change is how nested blending is handled (i.e. [[a to b] to c]). Can you show me what’s happening, or better still, send me a repro scene?
Cinemachine brain on a split screen camera will throw the exceptions shown in the screen shots and will not recover. I have to restart the game or that player will always be unable to rotate.
It’s something to do with CinemachineRotationComposer and happens when a player dies and respawns (teleports) and the camera was “inside a block” according to one of my playtesters.
Is there a reason why the m_Speed field has been omitted from the CinemachineSplineCart.cs? It was a really useful feature in the CinemachineDollyCart.cs? I’m certainly be adding the functionality back in - just wondering why Unity Technologies omitted it. The comments in the new version even allude to speed.
It’s still there, you just have to enable it in the the Automatic Dolly section. It’s done this way in order to support alternate auto-dolly algorithms.
FYI: I appreciate the changes made, and all those involved in the re-development who have made it. Having the various options and settings as separate components and removing the m_ naming certainly gets my tick of approval.
Cinemachine and Splines are my go to packages for a lot of what I do now. Having them work more closely is great.
I’ve been trying to repro your issue, but can’t make it happen.
Have you tried setting vcam.PreviousStateIsValid = false when you teleport the player? What happens if you add that?